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User Experience Evaluation with a Wizard of Oz Approach: Technical
and Methodological Considerations
A. Weiss*, R. Bernhaupt**, D. Schwaiger*, M. Altmaninger*, R. Buchner*, M. Tscheligi*
Abstract— User experience evaluation in human-robot inter-
action is most often an expensive and difficult task. To allow
the evaluation of various factors and aspects of user experience,
a fully functional (humanoid) robot is recommended. This
work presents technical and methodological considerations on
the applicability of the Wizard of Oz (WOz) approach to
enable user experience evaluation in the field of Human-Robot
Interaction. We briefly describe the technical aspects of the set-
up, the applicability of the method, and a first case study using
this methodological approach to gain an early understanding
of the user experience factors that are important for the
development of a human-humanoid interaction scenario.
I. INTRODUCTION
“Imagine you are working at a construction site and you
receive the task from your principal constructor to mount
a gypsum plasterboard in collaboration with a humanoid
robot. You can control the robot with predefined voice
commands”. The evaluation of user experience (UX) factors
in human-robot collaboration is a difficult task during the
early development stages. User experience is still a loosely
defined term in human-computer interaction, but in general
it refers to all experiences a user has before, during, and
after interacting with an (interactive) product [8]. The term
user experience must not be confused with usability. User
experience goes beyond efficiency, effectiveness, and sat-
isfaction that is felt when interacting with a system [14],
but refers to concepts like emotion, affect, fun, enjoyment,
beauty, and other hedonic attributes [13]. To understand the
users’ experiences when interacting with the robot, a variety
of methods is used.
To allow a realistic impression of the interaction with a
system or robot, user experience evaluation is most often
conducted with fully functional (prototypical) systems using
questionnaires to evaluate the users’ experiences after inter-
acting with the system. For the above mentioned construction
site scenario we would need a fully functional robot to
evaluate user experience in a realistic setting. This approach
is expensive and only allows evaluation at late development
stages. Additionally (provided that a fully functional robot
is available), the evaluation of a collaborative task in a
real construction site might not be possible due to security
issues. To close this methodological gap of user experience
evaluation for early development stages, we propose the
usage of a Wizard of Oz approach.
M. Altmaninger, D. Schwaiger, R. Buchner, A. Weiss, and M. Tscheligi
are with the HCI and Usability Unit, ICT&S Center, University of Salzburg,
5020 Salzburg, Austria firstname.lastname@sbg.ac.at
R. Bernhaupt is with IRIT, Groupe IHCS, 118 Route de Narbonne, 31062
Toulouse Cedex 9 regina.bernhaupt@irit.fr
Evaluation of user experience of (new forms of) interaction
techniques in human-robot interaction is affected by various
factors. To allow the evaluation of user experience, we
have to consider that the development of robots is typically
not iterative and based on user-centered design, but robot
development is more often use-centered [5]. User experience
evaluation methods from traditional Human-Computer Inter-
action (HCI) thus might not be applicable and useful for
the development of robots. User experience factors should
be evaluated during the design phase of the robot to allow
a successful implementation of aspects supports an overall
positive user experience.
Looking at the findings on multimodal interaction in the
field of HCI, it still remains unclear, to which extent we
can use these findings on overall user experiences when
looking at users interacting with a robot. Contrary to standard
interactive systems (with typically a screen allowing to
interact and receive feedback), a humanoid robot can be
touched by the user and interaction is more human-human
like than any other form of cooperation with interactive
systems. The ability to touch a robot and the expressions
and gestures a robot can show, change the interaction of
users. Thus, findings from the area of HCI on user experience
aspects of multi-modal interaction might not be transferable
to the HRI domain.
To understand how users perceive the interaction and
collaboration with a robot in general, we argue that it is
necessary to evaluate user experience factors early in the
design phase, and therefore propose a Wizard of Oz approach
(WOz) as it allows the evaluation of UX at such early phases.
The goal of this work is to describe how to set up a
Wizard of Oz approach using mixed-reality which enables
user experience evaluation of new forms of multimodal
interaction techniques and to show that the WOz approach is
realistic enough to evaluate different interaction techniques
in terms of UX.
The rest of the paper is structured as follows: First, we
discuss related work on user experience evaluation in the
field of HCI, and we describe methodological limitations
when applied to the field of HRI. Next, we propose the WOz
approach as a possible methodological approach to evaluate
user experience in HRI at early design phases, presenting a
brief technical description of the set-up. Finally, we describe
a first evaluation study to show the applicability of the
method and summarize (methodological) lessons learned
during this case study.
II. RELATED WORK
Human-Computer Interaction offers a broad variety of user
experience evaluation methods. User experience evaluation
methods range from questionnaires [8] to bio-physiological
measurements [15] and aim to evaluate aspects like fun,
enjoyment, flow, beauty, hedonic quality, emotions, affects,
and moods. Most of the evaluation methods are applied in
lab or field studies, allowing the user to interact with a real
prototype.
The applicability of these methods for human-robot in-
teraction is limited. Prototyping human-robot collaboration
(HRC) with a robot is especially hard if it involves a
humanoid robot. Dautenhahn et al. presented a sketch of a
typical development timeline of robots intended to collabo-
rate with humans (see [4]). In an initial phase of planning
and specification, mock-up models might be used before
hardware and software development commences [1].
Wizard of Oz refers to a range of methods in which some
or all of the interactivity that would normally be controlled
by computer technology is “mimicked” or “wizarded”. It
is considered to be a mainstream method in HCI and, as
user groups have diversified and the technologies under
investigation have changed, the Wizard of Oz method has
become a feature of many studies. In a traditional Wizard
of Oz study, there is a human wizard who manipulates
the interface or “wizards” the interaction technique in the
human-robot interaction. In WOz studies in Human-Robot
Interaction research the response behaviour of embodied
robots is often replaced by a wizard approach (see eg. [9]).
In Human-Computer Interaction the WOz technique was
used in the past to understand new forms of interaction
techniques, especially multimodal forms which were too
difficult to develop (see e.g. [11]). Since then the WOz tech-
nique has been is extensively used to validate and investigate
(multimodal) interaction techniques including various forms
of feedback.
Our work is related to the usage of the WOz technique in
augmented reality settings [10], but extends the augmented
reality to a mixed-reality setting by allowing the user to
physically interact with a simulated humanoid robot when
conjointly lifting a board (including force feedback).
We argue that from the experimental perspective the WOz
approach proposed in the following allows to simulate the
real interaction with a humanoid robot to a reasonable extend
and thus enables the evaluation of user experience aspects.
III. USER EXPERIENCE EVALUATION WITH WOZ
The goal of this WOz evaluation set-up is to provide
insights into the overall user experience when collaborating
with a robot using a multimodal interaction technique that
consists of speech and several forms of feedback including
force feedback. The basic concept for the WOz approach is
task based: A human worker and the humanoid HRP-2 robot
collaboratively pick up, move, and mount a board. The robot
can be controlled by voice commands and by haptic input
(pushing and pulling of the board). The human co-worker
receives haptic feedback. In a human-human interaction the
person who currently has the overview of the situation, would
navigate the other one by means of voice commands, pushing
or pulling the object into the right direction, and gestures to
signal obstacles.
Fig. 1. Human-Robot Collaboration Scenario
Figure 1 shows an already rather complex implementation
of this task for human-robot collaboration. In the first step
the robot directs the task (robot: leader, human: assistant),
whereas at the end the situation changes and the human is
the leader (robot: assistant, human: leader). The complex
element of this task is that the collaboration between the
human and the robot is based on haptic contact via the board
and not on direct contact interaction. Thus, the assistant has
to follow the directions of the leader that are communicated
via the motions of the board and/ or speech commands.
Because of the change in the leader and assistant situation,
the feedback modalities of the robot are of high relevance.
To allow to understand user experience aspects for this
type of interaction technique (speech and haptic feedback),
the task was specified as follows: A human user should
mount a board together with the 3D model of the humanoid
HRP-2 robot.
1) The robot needs to be told to move to the spot (in front
of the board) where the collaboration starts.
2) The board needs to be lifted together.
3) The board needs to be moved (by a side step motion)
to another place.
4) The board needs to be tilt forward to a column together
with the robot.
5) The robot needs to be told to screw the board.
The main requirement for the simulation was to enable the
user to interact with the simulated HRP-2 robot in an intuitive
way, additionally supported by different feedback modalities.
The prototypical implementation should allow the user to
understand how the interaction with a real robot would be. To
support a wide variety of interaction possibilities, we decided
to prototypically implement four modalities, which can be
used to interact and collaborate with the robot:
•direct manipulation of the board using a real gypsum
plaster board as input device
•speech recognition of the robot
•visual feedback
•force feedback
In the following we describe how to implement this WOz
scenario from a technical perspective, followed by a brief
experimental pre-study of the scenario, showing how to use
the WOz for UX evaluation.
IV. TECHNICAL IMPLEMENTATION
From the technical implementation side our WOz ap-
proach is new in terms of combining direct manipulation
including force feedback with a 3D implementation of a
humanoid robot based on a game engine. The usage of a
game engine for experience prototyping of human-robot col-
laboration offers several advantages: Common game engines
are well supported by their community and offer a wide
range of tools, which enables a fast and inexpensive way
to create simulated environments. The simulation created
for the human-robot collaboration scenario with HRP-2 was
realized as a modification of the game Crysis. Crysis delivers
a framework with many features including an application
programming interface to create customized game elements.
For a typical augmented reality WOz study the experimental
set-up has to be described, including the methodological
set-up of the used instruments for measurement (1). A
WOz study additionally needs [10] a tool for capturing the
user data (2), a possibility to observe and/ or measure the
interaction technique (3), and a support for the remote control
of the wizard (4).
A. The Setting
To ensure a “close-to-real-experience-prototype” which
enables the evaluation of user experience aspects of the
human-robot collaboration scenario, an augmented reality
simulation was set up. For this purpose we decided to split
the presentation of the scenery in two parts divided by a
screen. On one side there was the simulated robot placed
in the construction site presented by the game engine. On
the other side the user was interacting with the simulated
robot via a half “real” half “simulated” plaster broad. Other
bridging elements between the “real” action space of the
human and the “simulated” action space of the robot, were a
table where the board was placed in the beginning and a wall
where the board had to be mounted at the end. This enabled
the users to interact with the simulation and manipulate the
3D simulated part of the test scenario in a direct way (see
figure 2).
Fig. 2. Haptic Augmented Simulation Setting
Several modifications to the bone system of the Crysis en-
gine were made to adapt the robot’s movements. The virtual
skeleton of the robot was prepared to be connected to several
different key points. These points offered the possibility to
control the simulated HRP-2 model similar to a string puppet.
This technique offered a real time reaction of the robot to
the movements that were performed by the test participants.
The state of the robot’s bone structure was automatically
adapted in real time. Further, the robot “listened” to a set of
voice commands. Each voice command triggered a specific
predefined action sequence. Thus, the robot was controlled
with a semi-automatic approach, ensuring the adaption of
the simulation as well as the comparability between the
participants’ performances.
1) Direct Manipulation of the Plaster Board: To capture
each movement of the plaster board, a Wii remote control
was strapped onto the board. The sensor data of the remote
was used to synchronize the movements of the board outside
of the 3D simulation with its virtual extension. In the virtual
scene the robot grabbed the board and reacted to every
movement of it. This extension of the real board into the
screen created the illusion of actually lifting the board in
collaboration with the simulated HRP-2 robot.
2) Speech Recognition: Instead of using speech recog-
nition we had the wizard to simulate real speech recog-
nition. As the goal of the WOz study was to understand
user experience aspects of a final robot (with an excellent
speech recognition), we considered the simulation of speech
recognition as advantageous. The voice commands (typed
in by the wizard) triggered different action states in the
simulation. On the contrary, the actions were not controlled
by the wizard, but were scripted action sequences, to ensure
that the robot reacted consistently on the actions of each
participant in the experimental setting.
B. The Feedback Modalities
Glencross et. al [6] argue that a combination of the
following four factors is required for credible virtual reality
environments.
1) high fidelity graphics
2) complex interaction engaging multiple sensory modal-
ities
3) realistic simulations
4) state of the art tracking technology
Thus, developing simulations as applications in virtual
reality requires adequate feedback and interactivity. As we
simulate aspects of the interaction rather than technical con-
ditions, the complexity of the interaction directly influences
the realism of the simulation. To enhance the realism of this
sort of simulation, the interaction modalities should support
the “close-to-real-experience”. Therefore, a representative
feedback system is the key factor to achieve an adequate
“close-to-real-experience-prototype”.
1) Visual Feedback: Two types of visual feedback were
implemented: the robot itself and a signal light. The robot’s
animations naturally reflected all “processed” voice com-
mands. While the light acted as an optional modality to
signalize that a command was recognized and an action
sequence was started.
2) Force Feedback: For a more realistic simulation expe-
rience force feedback is essential. Haptic feedback modali-
ties support the credibility of virtual reality with an active
interaction channel [6]. As the visual feedback was easily
implemented using a game engine for this simulation, the
force feedback modality required some special adaption. To
support that feature, the plaster board was used as both input
and as output device. The robot’s actions were reflected to
the user by specific force feedback according to each action
performed. One motor controlled the simulated movements
of the robot such as lifting the plate. Further, the Wii remote
was used to demonstrate the robot’s action of fixing the board
with a drill.
V. SIMULATION CONTEXT
The simulation scenario was realized in the TV studio of
the University of Applied Sciences, Salzburg, Austria. This
location offered sufficient space and technical equipment
to enable a credible setting. For the visual part two back
projection screens were used. The primary screen showed the
main interaction area that measured four meters in horizontal
and three meters in vertical direction. The size of the screen
reflected the common room height of a construction site.
This interaction area was set up as an isolated environment
to ensure an interaction without disturbances. Therefore, the
primary screen bordered the real part of the scene in one
direction. The second screen expanded the interaction area
with a side view of the actual construction scene supporting
the look and feel of a real room (see figure 3). This technique
is similar to common virtual reality settings such as “the
cave” [3].
Fig. 3. Studio Set-up
To complete the construction site setting as an enclosed
room, we used black curtains at the back of the interaction
area. These curtains did not affect the interaction experience
as they were out of sight, behind the test participants. Thus,
the interaction area was protected from external distractions
and the test participants could focus solely on the task
itself. Another advantage of the TV studio was the lighting
equipment as working with projectors heavily depends on the
lighting of the surrounding. To create a coherent environment
we used the local equipment to dim the light according
to both projectors’ illumination intensity. To complete the
whole setting, real construction site sounds were played in
the background.
VI. PROOF-OF-CONCEPT USER STUDY
A. Study Setting
We conducted a user study to prove the feasibility of the
proposed WOz set-up. The user study was based on a single
task: The user should mount the plaster board together with
the robot based on the action sequences presented in section
III. The WOz set-up included all four necessary aspects:
(1) The experimental set-up, consisting of four experimen-
tal conditions (Condition 0: Interaction without feedback;
Condition 1: Interaction with visual feedback (blinking light
showing that the robot understood the command); Condition
2: Interaction with haptic feedback; Condition 3: Interaction
with visual and haptic feedback in combination). The natural
speech interaction was simulated by the wizard. Therefore,
the participants received five predefined verbal commands
and were advised that the robot does not react on any
other commands. The wizard listened to the participant and
operated the actions of the robot like the following:
1) “Come to the board”: The wizard started the action
sequence “Walk to the board”.
2) “Lift the board”: The wizard started the action se-
quence “Grab board”.
3) “Carry the board”: The wizard started the action se-
quence “Carry board”.
4) “Tilt the board”: The wizard started the action se-
quence “Tilt plate”.
5) “Screw plate”: The wizard started the action sequence
“Screw plate”.
In the case that the person performing the wizard did not
understand the verbal command or the participant did not
give the exact word order, the participant was advised by
the experimenter, who guided the participant through the
study, to repeat the command. Experimenter and wizard were
different persons. (2) To observe the user interaction and
capture the data the scenario included, a set of microphones
and two cameras, and a researcher additionally took notes
during all tests. (3) To understand and measure if our WOz
approach had sufficient interaction details and realism to
evaluate user experience aspects, we distributed the At-
trakDiff questionnaire [8] to the participants. The AttrakDiff
is a questionnaire to measure the hedonic and pragmatic
quality of an interactive system by numerous antithetic word-
pairs, e.g. “disagreeable - likable”. All items have to be
graduated by the participants on a 7-point scale from the
negative word pole (-3) to the positive word pole (+3). In
the analysis all items of this questionnaire are summarized
into four scales: pragmatic qualities (PQ), hedonic qualities
- identification (HQ-I), hedonic qualities - simulation (HQ-
S), and attractiveness (ATT); a detailed description of these
factors can be found in [8]. (4) The wizard was supported
by a software allowing to trigger the five different actions
the robot needs to perform in order to fulfill this task.
B. Results
24 participants took part in the study, counterbalanced in
age, gender, and experimental condition. Eleven participants
carried out the task successfully, but did not follow the ideal
way in terms of minimum number of steps. Ten participants
completed the task successfully, but with errors during single
action sequences (e.g. wrong command, command given
before the robot finished the previous action etc.). Only two
participants needed a hint how to complete the task and only
one participant aborted the task.
The results of the user experience values for the four
experimental conditions showed that the users perceived the
various forms of feedback differently. Significant differences
could be revealed for the HQ-S scale (F(3,20) = 3.20, p<.05)
and the ATT scale (F(3,20) =3.43, p<.01). A post-hoc test
(LSD) showed that condition 3 (interaction with visual and
haptic feedback in combination) was perceived significantly
better in the hedonic quality of simulation than all other
conditions. Furthermore, the attractiveness was significantly
better rated in condition 3 than in condition 0 (interaction
without feedback) and condition 1 (interaction with visual
feedback); it was also rated better than in condition 2
(interaction with hapitc feedback), but this difference was not
statistically significant. Similarly, a significant effect could be
revealed for the overall scale of the AttrakDiff questionnaire,
as condition 3 was rated better than the conditions 0, 1
and 2, but only for condition 0 and 1 the difference was
statistically significant (F(3,20) = 3.39, p<.05). Based on the
results of the AttrakDiff questionnaire it becomes clear that
the different interaction techniques were presented realistic
enough to allow the users to judge the user experience of
the different interaction techniques. A mixed-reality WOz
approach thus allows to prototype a system and to evaluate
UX factors at early development (design) stages of a robot.
The results of the user experience evaluation might not be
generalizable for the final product or robot, but this type of
study provides evidence for early design decisions in terms
of user experience. For the study above the design recom-
mendation for improving user experience when co-working
with a humanoid robot would be to support the interaction
technique with visual and haptic feedback. All participants
also stated in the final interview that they perceived the WOz
interaction technique prototype as sufficiently well designed
to be able to judge the attractiveness and user experience.
C. Lessons Learned
The goal of this user study was to prove the feasibility
of the proposed WOz set-up for evaluating user experience.
Considering our experiences we recognized the following
issues as crucial in order to successfully evaluate user
experience of multimodal interaction techniques in Human-
Robot Interaction using a Wizard of Oz approach:
1) Evaluating user experience of human-robot interaction
is possible, but a high fidelity mixed-reality prototype
is necessary to allow a high degree of realism.
2) The pre-study showed that the various forms of inter-
action techniques were perceived differently in terms
of user experience. The high fidelity prototype thus
allowed to investigate different forms of interaction
techniques in terms of user experience. The findings
might not be generalizable for the final robot, but they
allow to argue for one of the interaction techniques (if
the goal is to improve user experience).
3) A mixed-reality approach including haptic feedback
gives the user the feeling of “really” interacting with
the robot. From a technical perspective the set-up for
the haptic feedback needs careful preparation and addi-
tionally software (to allow to interpret the information
coming from the Wii remote control).
4) From the technical perspective we found that par-
ticipants wearing glasses had problems to focus on
details in the projections. A projector with 1600 x 1200
pixel and a light intensity of 3000 ANSI lumen could
probably solve this issue.
VII. CONCLUSION
To enable the evaluation of user experience we propose
a high fidelity mixed-reality WOz set-up. Based on an
experimental pre-study we have learned that a WOz set-up
allows the evaluation of user experience of Human-Robot
Interaction for collaborative tasks. Based on the experimen-
tal pre-study we can conclude that from a methodological
perspective the WOz study can be helpful to investigate user
experience, while it reduces the overall development costs for
the (humanoid) robot. However, the WOz set-up is not trivial,
as it needs knowledge in games programming, usage of aug-
mented reality equipment, and additionally requires software
to allow the wizard to control the tasks conducted during
the experiment. As speech was perceived quite positive in
terms of user experience we want to investigate possible
influences of the (perfectly working) wizard compared to
a speech recognition component. Future work will be the
combination of a high fidelity prototype with a speech
recognition component to investigate this possible influence
on the perceived user experience of the interaction technique.
VIII. ACKNOWLEDGMENTS
The authors would like to thank all researchers supporting
the prototype development, above all Michael Lankes and
Thomas Mirlacher. This work is supported in part within the
European Commission as part of the Robot@CWE project,
see also www.robot-at-cwe.eu. The authors like to thank all
partners from the project and gratefully acknowledge the
collaboration with the researchers from CNRS-AIST JRL
supporting us with the HRP-2 model.
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